
Game intel
EverSiege: Untold Ages
Liberate Bastion, humanity’s last refuge. Defend against evil hordes, reclaim lost powers, rebuild ancient ruins, and adapt your tactics to break the everSiege…
EverSiege: Untold Ages resurfaced during the Future Games Show at Gamescom with fresh gameplay and a clear signal: Early Access lands next autumn on PC. On paper it’s my catnip – action-strategy roguelite, tower-defense DNA, up to three-player co-op, and a time-loop hook. But what really made me lean in is the studio behind it. Tindalos Interactive aren’t hype merchants; they’re the folks who turned Warhammer’s fleet battles into the excellent Battlefleet Gothic: Armada, and they built surprising tension in Aliens: Dark Descent despite a rocky launch. When they say “dynamic battlefield” and “meaningful decisions,” I don’t just hear marketing. I hear a team that’s shipped crunchy systems before – and I want to see if this one actually sings with friends.
The Gamescom showing reintroduced the premise: you’re a Scyron — basically a deity in power armor — defending Bastion, the last human city, against an encroaching darkness. The hook is a timeback mechanic: defeat a big bad, jump back, and fight an earlier, different version to reshape the siege. It’s launching into Early Access on PC (Steam and Epic) next autumn, with publisher Dear Villagers, and there’s a limited playtest live now through August 25. It’s co-op PvE with a trio cap, loot and “Essence” elemental builds, and tower-defense choices that feed directly into the frontline push. The trailer leaned more on hero action and crowd control than strict MOBA lanes — think Risk of Rain 2 meets Orcs Must Die with a sprinkle of Hades’ run logic.
Co-op PvE is in a weird place. Helldivers 2 proved there’s appetite for coordinated chaos when objectives and team roles feel meaningful. Plenty of “horde” games, though, mistake spawn volume for depth. EverSiege’s angle — a city that you actively rebuild and weaponize — could be the difference. If Bastion’s upgrade trees alter your tactics mid-run (not just your damage numbers between runs), you get that delicious debate every wave: invest in a choke-point slow, push the frontline to relieve pressure, or unlock a shrine that flips your build. That’s the kind of friction that keeps groups talking and coming back.

Tindalos calls out “action, strategy, and roguelite.” Here’s what that likely means for real players. The action: three distinct Scyrons with different weapons — axes, daggers, bows — and Essences like fire, ice, and lightning to create builds. The strategy: spend scarce resources to shape the battlefield, not just your character sheet. The roguelite: permanent meta unlocks across runs, but with time-leap twists that remix enemy variants and terrain so you can’t autopilot a single build.
Two potential pitfalls. First, power creep. If permanent upgrades swamp run-to-run decisions, the early hours will be a slog and the late-game a stomp. Second, trio balance. A three-player cap can be brilliant (clean role identities, less voice-chaos) or a constraint if scaling punishes solo/duo runs. Tindalos nailed squad tension in Aliens: Dark Descent — here’s hoping that understanding of pacing and pressure translates to live co-op.

Rotate through all three Scyrons quickly to find your lane — one frontline peeler, one add-clear specialist, one objective-runner is a solid trio template. Treat Bastion like a loadout: pick one defensive pillar (slow/choke), one offensive angle (frontline push), and one wildcard (a shrine that warps your build) so your team doesn’t dilute resources. And don’t marry a single Essence combo. Try ice with daggers for control, lightning with bows to arc through packs, and fire with axes to burn bosses — then pivot based on what the siege throws at you. If the game is working as pitched, adaptation should beat mastery.
Early Access can either sharpen a co-op game’s edge or expose its soft spots. Tindalos has the systems chops to iterate, and Dear Villagers tends to give teams room to breathe. What I want to see before autumn: transparent update cadence, confirmation on solo/duo-friendly scaling, and reassurance that progression won’t turn into RNG bloat. No word yet on cosmetics or monetization beyond the buy-in — if that stays clean and the trio cap fuels smart role play instead of FOMO, EverSiege could carve out a niche between horde shooters and tower defense, where buildcraft and battlefield choices actually matter.

EverSiege: Untold Ages looks like Risk of Rain meets Orcs Must Die with a time-loop brain and a trio heart. The playtest running through August 25 will tell us if Bastion upgrades and build synergies deliver true replayability — and whether Tindalos can turn smart systems into a co-op habit when Early Access hits next autumn.
Get access to exclusive strategies, hidden tips, and pro-level insights that we don't share publicly.
Ultimate Gaming Strategy Guide + Weekly Pro Tips